[ci] auto-format

This commit is contained in:
SenjuZoro 2023-07-27 21:28:52 +00:00 committed by github-actions[bot]
parent bff7e1c897
commit ab2678693d

View file

@ -50,9 +50,9 @@ class SuperSpaz(PlayerSpaz):
bs.getsound('superPunch').play() bs.getsound('superPunch').play()
bs.getsound('punchStrong02').play() bs.getsound('punchStrong02').play()
Blast(position=node.position, Blast(position=node.position,
velocity=node.velocity, velocity=node.velocity,
blast_radius=0.0, blast_radius=0.0,
blast_type='normal').autoretain() blast_type='normal').autoretain()
else: else:
return super().handlemessage(msg) return super().handlemessage(msg)
return None return None
@ -60,6 +60,7 @@ class SuperSpaz(PlayerSpaz):
class Player(bs.Player['Team']): class Player(bs.Player['Team']):
"""Our player type for this game.""" """Our player type for this game."""
def __init__(self) -> None: def __init__(self) -> None:
self.icons: List[Icon] = [] self.icons: List[Icon] = []
self.in_game: bool = False self.in_game: bool = False
@ -103,6 +104,8 @@ else:
boxing_gloves = 'Boxing Gloves' boxing_gloves = 'Boxing Gloves'
# ba_meta export bascenev1.GameActivity # ba_meta export bascenev1.GameActivity
class NewDuelGame(bs.TeamGameActivity[Player, Team]): class NewDuelGame(bs.TeamGameActivity[Player, Team]):
"""A game type based on acquiring kills.""" """A game type based on acquiring kills."""
@ -225,19 +228,19 @@ class NewDuelGame(bs.TeamGameActivity[Player, Team]):
if self._enable_powerups: if self._enable_powerups:
self.setup_standard_powerup_drops() self.setup_standard_powerup_drops()
self._vs_text = bs.NodeActor( self._vs_text = bs.NodeActor(
bs.newnode('text', bs.newnode('text',
attrs={ attrs={
'position': (0, 105), 'position': (0, 105),
'h_attach': 'center', 'h_attach': 'center',
'h_align': 'center', 'h_align': 'center',
'maxwidth': 200, 'maxwidth': 200,
'shadow': 0.5, 'shadow': 0.5,
'vr_depth': 390, 'vr_depth': 390,
'scale': 0.6, 'scale': 0.6,
'v_attach': 'bottom', 'v_attach': 'bottom',
'color': (0.8, 0.8, 0.3, 1.0), 'color': (0.8, 0.8, 0.3, 1.0),
'text': babase.Lstr(resource='vsText') 'text': babase.Lstr(resource='vsText')
})) }))
# Base kills needed to win on the size of the largest team. # Base kills needed to win on the size of the largest team.
self._score_to_win = (self._kills_to_win_per_player * self._score_to_win = (self._kills_to_win_per_player *
@ -249,8 +252,6 @@ class NewDuelGame(bs.TeamGameActivity[Player, Team]):
if len(self.players) == 1: if len(self.players) == 1:
'self.end_game()' 'self.end_game()'
def spawn_player(self, player: PlayerType) -> bs.Actor: def spawn_player(self, player: PlayerType) -> bs.Actor:
# pylint: disable=too-many-locals # pylint: disable=too-many-locals
# pylint: disable=cyclic-import # pylint: disable=cyclic-import
@ -301,15 +302,17 @@ class NewDuelGame(bs.TeamGameActivity[Player, Team]):
for x in self.players: for x in self.players:
if x.is_alive(): if x.is_alive():
if x is player: continue if x is player:
continue
p = x.actor.node.position p = x.actor.node.position
if 0.0 not in (p[0], p[2]): if 0.0 not in (p[0], p[2]):
if p[0] <= 0: if p[0] <= 0:
pos3.append(pos2[0]) pos3.append(pos2[0])
else: pos3.append(pos1[0]) else:
pos3.append(pos1[0])
spaz.handlemessage(bs.StandMessage(pos1[0] if player.playervs1 else pos2[0], spaz.handlemessage(bs.StandMessage(pos1[0] if player.playervs1 else pos2[0],
pos1[1] if player.playervs1 else pos2[1])) pos1[1] if player.playervs1 else pos2[1]))
if any(pos3): if any(pos3):
spaz.handlemessage(bs.StandMessage(pos3[0])) spaz.handlemessage(bs.StandMessage(pos3[0]))
@ -323,6 +326,7 @@ class NewDuelGame(bs.TeamGameActivity[Player, Team]):
'color': color, 'color': color,
'radius': 0.3, 'radius': 0.3,
'intensity': 0.3}) 'intensity': 0.3})
def sp_fx(): def sp_fx():
if not spaz.node: if not spaz.node:
lfx.delete() lfx.delete()
@ -436,13 +440,13 @@ class NewDuelGame(bs.TeamGameActivity[Player, Team]):
}) })
if self._fight_delay == 0.7: if self._fight_delay == 0.7:
bs.animate(self.node, 'scale', bs.animate(self.node, 'scale',
{0: 0, 0.1: 3.9, 0.64: 4.3, 0.68: 0}) {0: 0, 0.1: 3.9, 0.64: 4.3, 0.68: 0})
elif self._fight_delay == 0.4: elif self._fight_delay == 0.4:
bs.animate(self.node, 'scale', bs.animate(self.node, 'scale',
{0: 0, 0.1: 3.9, 0.34: 4.3, 0.38: 0}) {0: 0, 0.1: 3.9, 0.34: 4.3, 0.38: 0})
else: else:
bs.animate(self.node, 'scale', bs.animate(self.node, 'scale',
{0: 0, 0.1: 3.9, 0.92: 4.3, 0.96: 0}) {0: 0, 0.1: 3.9, 0.92: 4.3, 0.96: 0})
cmb = bs.newnode('combine', owner=self.node, attrs={'size': 4}) cmb = bs.newnode('combine', owner=self.node, attrs={'size': 4})
cmb.connectattr('output', self.node, 'color') cmb.connectattr('output', self.node, 'color')
bs.animate(cmb, 'input0', {0: 1.0, 0.15: 1.0}, loop=True) bs.animate(cmb, 'input0', {0: 1.0, 0.15: 1.0}, loop=True)